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SaltyCoffe

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Posts posted by SaltyCoffe

  1. 33 minutes ago, Jack said:

    Blue quest is too much overloaded boring, 1 blue quest need 30 minutes to complete it. Go take quest... again coming back....again going back....too much walking....again collect items for quest...again report... finally at last Question Mark?. It's like Chosen map and Forsaken.

    I mean blue quest are kinda boring sometimes and yeah at this spring you need to walk a lot to complete them but the real problem is that "Sweet gift " Quest i pointed out because it takes too many items to complete it ; and of course you have like 5/6 or more other quests to do that are long already. 

    You basically need to spend so much time with so much to do just to find 30 tokens daily and walk for hours to complete quests  while having to do dungeons , raids , guild events ecc... ecc... 

    If we can get a nerf to that quest it would be already a good start as this spring is really big and time consuming:pig1gy:

  2. When are we going to get a nerf for that  " Sweet gift " quest? Every event we had , other than the 40 daily items that you could get by completing daily quest , only 1 quest that needed like 10 or 12 objects to complete ; now for this quest you need 30 tokens with not even 100% chance of drop.

    Basically you have to get 6/7 sets of box of chocolate ( or more ) from mobs to complete that quest just for that specific day .:SK22_5:

  3. 3 hours ago, Overhoul said:

    Amplifying equipment is one of the main aspect in warspear online. To progress, you must amplify your equipment. But there's a problem with the current amplifying system which is RNG. You will never know when or if you will successfully amplify your equipment. For example, +10 weapon. Many players have sacrificed a lot of their time and money to amp but some still have yet to max their weapon. Many players have told that it need at least 100 set - 500 set sign to amplify a single 1-handed weapon. It can even get to 1000 set for 2-handed weapon. This is simply to high of a price just for single weapon. Furthermore, you also need to amplify 3 different weapon for normal,sea and arena and probably new weapon for the next map which will come out this year.

     

    My suggestion to reduce RNG:

    After every amount of times amplifying fails, increase the amplifying chance amount by 2 times.

     

    For example;

    +2 to +3 for every 5 failed amplify increase amplifying chance by 2×.

    +3 to +4 for every 10 failed amplify increase amplifying chance by 2×.

    +4 to +5 for every 25 failed amplify increase amplifying chance by 2×.

    +5 to +6 for every 50 failed amplify tries increase amplifying chance by 2×.

    +6 to +7 for every 100 failed amplify tries increase amplifying chance by 2×.

    +7 to +8 for every 200 failed amplify tries increase amplifying chance by 2×.

    +9 to +10 for every 400 failed amplify tries increase amplifying chance by 2×.

     

    After successfully amplifying a weapon, amplifying chance will reset to original.

     

    With this new system, more players will now attracted to amplify their equipment. Demand for sign will increase and more new or casual players will buy sign from shop not just from old and rich players.

    This could actually be the solution

    Because you still have the *lucky* chance to amplify fast, but in case you start failing so much you are guaranteed to hit the amp sooner

  4. 1 hour ago, beto said:

    Actually if u die the proble is u

    Maybe my problem is that I'm not +10 full booked award. And that leads me again to 1 thing i pointed out, you cannot nerf a class just because a 15 book +10 is strong .

    When do you want the class to be strong? Never? Then why even bother playing the class if when I'm+10 15 books it's shit 

    You guys just won't understand

     

    PS: saying this again because seems like you don't get it . It's a DMG class what do you want it to do ? 100 dmg per hit?:2Thumbs:

  5. 1 hour ago, beto said:

    I hit seekers 200-300 when they have talent on, and they hits 1200-1800, and they use 15% vampire book when hp is low, so that book with new talent, seekers high dmg = while they full regen hp with auto attacks, while we hit 200-300.

    At this point it's your problem man, even nub casters deal 300-500 dmg to me and I die in 3-4 attacks, especially when i'm stunned where i can't do anything but die

     

    And again, as I always say.... you can't nerf a class just because a +10 buffed seeker with 15 books hits u 1500 ; like think about it guys :

    if a dmg class fully booked +10 OP dmg books would do 700 dmg, would that be fair or? Why do i even spend thing on seek if the max I can reach in pvp is 700 dmg while having no resistances. 

    And again if you hit 200 on seekers that would mean 1) you are not a great dmg 2) that seeker is maxed endgame and there are 3 of them in EU ç_ç .  

    If you want to make these op seeks +10 do like 600 dmg , what do I do then?  100 dmg per hit :SK22_5:

    And again ... if u play talent u are dead with so low hits or 1 stun , if u play the resistance reverse grab skill u take all pure dmg and resistance is a % in the end so not 100% like other classes

    Ty for reading and think about others not only +10 booked rewards with op buffs :SK22_5:

     

    PS: these op seekers you guys are talking about work only on 1v1 or 2v2 tho // this is why seekers are not requested in high level guilds , same as rogue

  6. 15 hours ago, Ahmed Didar said:

    The timer of seeker replenishment indeed do suck. It's completely fine that such mechanics are required for running dungeon with stamina but the real point how much do the consumer benefit by putting in the money from it. I would make a statement that the drops really suck most of the time. You get lucky sometimes. But what's the point of putting in money for something that you have no idea you will get or not. It's a complete gamble.

    Yeah in fact only thing I don't like about stam is the timer for another stam ; but still no news :t6:

  7. 10 hours ago, Shadowmon said:

    Hold up. So when you say remove stacks, you mean only taking 1 damage from the skill. In addition, if 5 chieftain cast the skill in your area in war event, you want to only take one skill damage instead of 5? Is that what you mean in this topic?

    I think he meant the second effect of the skill (?) , at this point idk too ahahah .

    But i think he meant the "decrease dodge parameter " effect .

  8. 3 minutes ago, Higgings said:

     

    It's a way like another to earn money. Nobody forces you to buy anything here. You can always wait several hours to replenish your stamina by 1 point. 

    Now that you appeared here, any news about getting a timer for stam res time ?:SK22_5: ( Not counting when you have 0 stam and try to start dg )

  9. 8 hours ago, nabnecro said:

    Seeker is op right now, but developers are very slow to do anything about that (this is why blade dancers stay op for a very long time before it gets any nerf). 

    You mean in pve right? XD

    Seekers are real poopoo in pvp

  10. On 2/5/2023 at 8:21 PM, Michael lee said:

    Developers should fix this(Stamina elixir) issue that so many players face. Limiting the players to raid dungeons every day is fine but atleast seekers stamina potion should be available in the shop. We get 5 hp potion and 5 elixir potion at the beginning (level 1) that's it, no other way to buy from the shop. Same issue with extra pocket. If the developers are too stingy, no problem we will buy it with miracle coins but please don't make it too expensive. First purchase, 1 Miracle coin, second purchase,199 Miracle coin, seriously? Wtf??So many players gets annoyed and stop playing warspear. Please please fix this issue..dear developers.

    Yeah this kinda bad, only way to get it now is either mcoins or 1 in daily reward but it's like 1 per month

    Many people talked about this thing of 8h stam , only thing is during spring where it reaches 4h

    I've already made a post where i asked about having a "timer" to see when stam restores

  11. 8 hours ago, Mewtwo said:

    well excuse my insistence, but I will never agree with the fact of dying in 3 hut being full +10 set arena lvl 31 crit resilience, however you tell me about the mechanics in practice and totally different, well amplified seeker, the skill that pulls the seeker (I don't remember the name) it pulls you and 3 hits kills me that I am +10 imagine a low? but I want to believe that they will review it. but as they always tell us in the posts, that this is a development of the game, I really like this game I've been playing for more than 12 years if not more, I've already spent a lot on it, but that seeker doesn't give me makes it comfortable I know that there are other classes that also have a clueless mechanic, such as the summoner even summoning a beast and the beast having ALMOST the same status as the one who invokes it, but the question is what seeker , it's very stolen rsrsrsrsr, and I'm here always answering because it's just me, but many on the mc side of the server that I play, ask to nerf seeker, but please analyze and see whether what we are saying is true or not.

    It's kinda complicated because we Always tend to look at +10 op booked.

    The point I want you guys to look at is that if a +10 maxed booked dmg dealer class can't kill a leather or cloth armor in pvp, then why does it even exist.

    For example i play daggers on seek because i prefer going with autos and my only goal is to kill caster as because if you get locked by an enemy you are dead 100% ( only if u are +10 maxed and book you can survive a set of enemy combos) ; and as I was saying before many times I can t even kill a caster with my full rotation of skills and autos because +10 are like 10k hp.

    You need to look at the seeker in another way , as it is a dmg dealer class so of course it deals lot of dmg.

     

    Look at rogue for example , when i was with pve daggers i couldn't get an hit on rogues because of dodge or because they were tanking my hits, but pve rogues absolutely destroy u anyway with improved dmg after stealth, stun , auto,skill, stun skill and you are dead ; while seeker only has 100% stun from invis and the other skill can be resisted :/

     

    And this is only applied to arena or small fights because in castle and some moments in gvg they are useless 

     

    PS: If seekers can't fast kill caster or dmg dealers, then what's the point of having the class? As you know warspear is a pve / pvp game

     

    Ty for reading, have a great day

  12. 15 hours ago, Mewtwo said:

    well, then it could be a bug what I saw, in the Emerald serv I saw some seekers that the bar in "0" of hp, they kept killing general, without saying that 3 hit kills the opponents, it is difficult to play against seeker

    About the bug ye it's still not fixed i think

    15 hours ago, Mewtwo said:

    3 hit kills the opponents

    This is the 2h axe build where u reach 2k dmg base and with a set of skills you kill but after that you gone =c

  13. 1 hour ago, Raislin said:

    Overexaggerating is never going to help your case. Against a full arena set at those amps seekers will generally hit 1000-1500 depending on how many award accessories you have and other variables. Not to mention that Hunters also have a damage reduction skill or you can max out your trap skill and you will have full cover of stuns around you so no Seeker should be able to get a hit in without at least revealing themselves from the traps, at least in theory.  Bm's are good but charmer dogs are still better in pvp and much better as a pvp support in general due to the many cc's they have. Only advantage bm has over charmer is the fact that they have invulnerability with a heal panic button but charmers when properly built are much more tanky. 

    In fact the function of seekers in pvp is either :

     

    - Have tanky books, with all health boost gear, and play the 1 on 1 ( which is REALLY situational ) trying to survive 

    - Build dmg ( which i think is the simple one ) where u just play the decoy or wait in invis until someone makes a mistake and you can stun and kill a caster ( still hard tho because people can switch and go on you or many casters have good health or stuns which they can survive with 2k hp and destroy you )

    - Play full stun where u are just a minion that stuns and dies ç_ç

     

    In the end what i'm trying to say is : seeker is not so op as you guys think in pvp, because in "high level" pvp where people know how to counter classes , as a seek you will just be a decoy that dies in 2 seconds:SK22_5:

  14. 43 minutes ago, Zurp said:

    Yellow quests don't have a limit. The 50 quest limit is just for daily quests. But yeah, would be nice if the limit was a bit higher. 

    Oh didn't know about the yellow quest thing ; but in the end yeah it would be nice, especially if there will be new blue quests:pig1gy:

  15. With new map coming and all the daily quests like t3 and t4 I think that an increase on the quest limit that you can have could be good , especially with new map coming it could be difficult to have both ayvondil blue quests and new map blue or yellow quests

  16. Good evening hope it will be better as soon as possible for your situation D:

    Just wanted to point out a thing about the numbers ;  the physical power crystals on weapons aren't correct.

     

    For example the dagger lvl 30 great charm is 46 while in game it's 50

     

    Have a great day :pig1gy:

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